/**
 * Copyright (c) 2009 blurredVision
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
 * associated documentation files (the "Software"), to deal in the Software without restriction, 
 * including without limitation the rights to use, copy, modify, merge, publish, distribute, 
 * sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all copies or 
 * substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT 
 * NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT 
 * OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
#ifndef __DX_CUBEMAP_H__
#define __DX_CUBEMAP_H__

#pragma once
#include "ITexture.h"

#include <d3dx9.h>
#include <string>

#include "ICubeMap.h"
#include "DXResource.h"

namespace directx {

class CubeMap :
	public ICubeMap, public DXResource
{
public:
	CubeMap(void);
	virtual ~CubeMap(void);

	void release();
	void reset();

	virtual bool load(const std::string &filename, bool dynamic = false, eFormat format = DEFAULT);

	virtual bool bind(unsigned int uiTexTarget = 0);
	virtual bool unbind();
	virtual bool createRenderTarget(int width, int height, eFormat format, bool useDepth = true);

	virtual bool createRenderToTexture(int size, eFormat format, bool usedepth = true);
	virtual void beginScene(const math::Vector3 &position, eCubeFace face);
	virtual bool endScene();
	// Display a texture on screen with the specified offset from the upper left corner
	virtual void display(int offsetX, int offsetY, float scaleFactor, bool bIgnoreBlend, const math::Vector4 &color, bool enableFilter);


protected:
	///Dennis: moved sFilename to ITexture

	LPDIRECT3DCUBETEXTURE9 pCubeTexture;
	LPDIRECT3DSURFACE9     pDepthCube;

	LPDIRECT3DSURFACE9     m_pSurfaces[6];
	LPD3DXRenderToEnvMap   m_pRTEnv;

    D3DXMATRIX matProjSave, matViewSave;
	LPDIRECT3DSURFACE9 pBackBuffer, pZBuffer;
};

} // namespace

#endif